surpress nonrendered lights killoff method till we've time to revisit that

This commit is contained in:
Azaezel 2019-04-04 20:56:57 -05:00
parent 852f82b8a5
commit ae8bc232a2

View file

@ -226,7 +226,7 @@ void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLigh
{ {
// Cull the lights using the frustum. // Cull the lights using the frustum.
getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights ); getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights );
/*
for (U32 i = 0; i < activeLights.size(); ++i) for (U32 i = 0; i < activeLights.size(); ++i)
{ {
if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i])) if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
@ -235,7 +235,7 @@ void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLigh
--i; --i;
} }
} }
*/
// Store the culling position for sun placement // Store the culling position for sun placement
// later... see setSpecialLight. // later... see setSpecialLight.
mCullPos = frustum->getPosition(); mCullPos = frustum->getPosition();